From b4e5d97994a5827350e030429caea364514dadda Mon Sep 17 00:00:00 2001 From: Max Horn Date: Sun, 5 Oct 2003 14:37:16 +0000 Subject: factor out common gfx_mode/fullscreen setup code from the game engines into the main code (maybe putting this into the Engine constructor would be better, though?) svn-id: r10611 --- sword2/sword2.cpp | 13 ------------- 1 file changed, 13 deletions(-) (limited to 'sword2') diff --git a/sword2/sword2.cpp b/sword2/sword2.cpp index 2fbb5409c8..cf11daa697 100644 --- a/sword2/sword2.cpp +++ b/sword2/sword2.cpp @@ -252,7 +252,6 @@ int32 GameCycle(void) { } void Sword2Engine::go() { - OSystem::Property prop; uint32 rv; uint8 breakOut = 0; _keyboardEvent ke; @@ -265,21 +264,9 @@ void Sword2Engine::go() { // manager until a window has been created as any errors are displayed // via a window, thus time becomes a loop. - // Override global scaler with any game-specific define - if (g_config->get("gfx_mode")) { - prop.gfx_mode = _detector->parseGraphicsMode(g_config->get("gfx_mode")); - _system->property(OSystem::PROP_SET_GFX_MODE, &prop); - } - debug(5, "CALLING: InitialiseDisplay"); rv = InitialiseDisplay(640, 480); - // Override global fullscreen setting with any game-specific define - if (g_config->getBool("fullscreen", false)) { - if (!_system->property(OSystem::PROP_GET_FULLSCREEN, 0)) - _system->property(OSystem::PROP_TOGGLE_FULLSCREEN, 0); - } - if (rv != RD_OK) { // ReportDriverError(rv); CloseAppWindow(); -- cgit v1.2.3